VARYING vec2 texcoord; void MAIN() { BASE_COLOR = texture(tex1, texcoord); vec2 screencoord = texcoord; // the tex coords from the rectangle (or cube etc.) are almost suitable, // except that on non-GL we need to flip them if (FRAMEBUFFER_Y_UP < 0.0) screencoord.y = 1.0 - screencoord.y; BASE_COLOR *= texture(SCREEN_TEXTURE, screencoord); }